834 lines
33 KiB
C#
834 lines
33 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Drawing.Imaging;
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using System.IO;
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using System.Reflection;
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using CSJ2K;
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using Nini.Config;
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using log4net;
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using Warp3D;
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using Mono.Addins;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Region.PhysicsModules.SharedBase;
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using OpenSim.Services.Interfaces;
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using OpenMetaverse;
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using OpenMetaverse.Assets;
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using OpenMetaverse.Imaging;
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using OpenMetaverse.Rendering;
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using OpenMetaverse.StructuredData;
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using WarpRenderer = global::Warp3D.Warp3D;
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using System.Drawing.Drawing2D;
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[assembly: Addin("Warp3DCachedImageModule", "1.0")]
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[assembly: AddinDependency("OpenSim.Region.Framework", OpenSim.VersionInfo.VersionNumber)]
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namespace OpenSim.Region.CoreModules.World.Warp3DMap
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{
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[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "Warp3DCachedImageModule")]
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public class Warp3DImageModule : IMapImageGenerator, INonSharedRegionModule
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{
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private static readonly UUID TEXTURE_METADATA_MAGIC = new UUID("802dc0e0-f080-4931-8b57-d1be8611c4f3");
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private static readonly Color4 WATER_COLOR = new Color4(29, 72, 96, 216);
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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#pragma warning disable 414
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private static string LogHeader = "[CACHED WARP 3D IMAGE MODULE]";
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#pragma warning restore 414
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private Scene m_scene;
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private IRendering m_primMesher;
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private Dictionary<UUID, Color4> m_colors = new Dictionary<UUID, Color4>();
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private IConfigSource m_config;
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private bool m_drawPrimVolume = true; // true if should render the prims on the tile
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private bool m_textureTerrain = true; // true if to create terrain splatting texture
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private bool m_texturePrims = true; // true if should texture the rendered prims
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private float m_texturePrimSize = 48f; // size of prim before we consider texturing it
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private bool m_renderMeshes = false; // true if to render meshes rather than just bounding boxes
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private String m_cacheDirectory = "";
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private bool m_Enabled = false;
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// private Bitmap lastImage = null;
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private DateTime lastImageTime = DateTime.MinValue;
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#region Region Module interface
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public void Initialise(IConfigSource source)
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{
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m_config = source;
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string[] configSections = new string[] { "Map", "Startup" };
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if (Util.GetConfigVarFromSections<string>(
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m_config, "MapImageModule", configSections, "MapImageModule") != "Warp3DCachedImageModule")
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return;
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m_Enabled = true;
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m_drawPrimVolume
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= Util.GetConfigVarFromSections<bool>(m_config, "DrawPrimOnMapTile", configSections, m_drawPrimVolume);
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m_textureTerrain
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= Util.GetConfigVarFromSections<bool>(m_config, "TextureOnMapTile", configSections, m_textureTerrain);
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m_texturePrims
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= Util.GetConfigVarFromSections<bool>(m_config, "TexturePrims", configSections, m_texturePrims);
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m_texturePrimSize
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= Util.GetConfigVarFromSections<float>(m_config, "TexturePrimSize", configSections, m_texturePrimSize);
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m_renderMeshes
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= Util.GetConfigVarFromSections<bool>(m_config, "RenderMeshes", configSections, m_renderMeshes);
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m_cacheDirectory
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= Util.GetConfigVarFromSections<string>(m_config, "CacheDirectory", configSections, System.IO.Path.Combine(new DirectoryInfo(".").FullName, "MapImageCache"));
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if (!Directory.Exists(m_cacheDirectory))
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Directory.CreateDirectory(m_cacheDirectory);
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}
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public void AddRegion(Scene scene)
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{
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if (!m_Enabled)
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return;
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m_scene = scene;
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List<string> renderers = RenderingLoader.ListRenderers(Util.ExecutingDirectory());
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if (renderers.Count > 0)
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m_log.Info("[MAPTILE]: Loaded prim mesher " + renderers[0]);
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else
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m_log.Info("[MAPTILE]: No prim mesher loaded, prim rendering will be disabled");
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m_scene.RegisterModuleInterface<IMapImageGenerator>(this);
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}
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public void RegionLoaded(Scene scene)
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{
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}
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public void RemoveRegion(Scene scene)
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{
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}
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public void Close()
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{
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}
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public string Name
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{
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get { return "Warp3DImageModule"; }
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}
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public Type ReplaceableInterface
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{
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get { return null; }
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}
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#endregion
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#region IMapImageGenerator Members
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public static int getCurrentUnixTime()
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{
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return (Int32)(DateTime.UtcNow.Subtract(new DateTime(1970, 1, 1))).TotalSeconds;
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}
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public static String unixTimeToDateString(int unixTime)
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{
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DateTime unixStart = new DateTime(1970, 1, 1, 0, 0, 0, 0, System.DateTimeKind.Utc);
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long unixTimeStampInTicks = (long)(unixTime * TimeSpan.TicksPerSecond);
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DateTime _date = new DateTime(unixStart.Ticks + unixTimeStampInTicks, System.DateTimeKind.Utc);
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return _date.Day + "." + _date.Month + "." + _date.Year + " " + _date.Hour + ":" + _date.Minute;
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}
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private void writeDateOnMap(ref Bitmap _map)
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{
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RectangleF rectf = new RectangleF(5, 5, 200, 25);
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Graphics g = Graphics.FromImage(_map);
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g.SmoothingMode = SmoothingMode.AntiAlias;
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g.InterpolationMode = InterpolationMode.HighQualityBicubic;
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g.PixelOffsetMode = PixelOffsetMode.HighQuality;
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g.DrawString(unixTimeToDateString(getCurrentUnixTime()), new Font("Arial", 8), Brushes.Black, rectf);
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g.Flush();
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}
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public Bitmap CreateMapTile()
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{
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if(File.Exists(System.IO.Path.Combine(m_cacheDirectory, m_scene.RegionInfo.RegionID + ".bmp")))
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{
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return new Bitmap(System.IO.Path.Combine(m_cacheDirectory, m_scene.RegionInfo.RegionID + ".bmp"));
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}
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else
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{
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/* this must be on all map, not just its image
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if ((DateTime.Now - lastImageTime).TotalSeconds < 3600)
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{
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return (Bitmap)lastImage.Clone();
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}
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*/
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List<string> renderers = RenderingLoader.ListRenderers(Util.ExecutingDirectory());
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if (renderers.Count > 0)
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{
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m_primMesher = RenderingLoader.LoadRenderer(renderers[0]);
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}
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Vector3 camPos = new Vector3(
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m_scene.RegionInfo.RegionSizeX / 2 - 0.5f,
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m_scene.RegionInfo.RegionSizeY / 2 - 0.5f,
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221.7025033688163f);
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// Viewport viewing down onto the region
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Viewport viewport = new Viewport(camPos, -Vector3.UnitZ, 1024f, 0.1f,
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(int)m_scene.RegionInfo.RegionSizeX, (int)m_scene.RegionInfo.RegionSizeY,
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(float)m_scene.RegionInfo.RegionSizeX, (float)m_scene.RegionInfo.RegionSizeY);
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Bitmap tile = CreateMapTile(viewport, false);
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writeDateOnMap(ref tile);
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tile.Save(System.IO.Path.Combine(m_cacheDirectory, m_scene.RegionInfo.RegionID + ".bmp"));
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m_primMesher = null;
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return tile;
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/*
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lastImage = tile;
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lastImageTime = DateTime.Now;
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return (Bitmap)lastImage.Clone();
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*/
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}
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}
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public Bitmap CreateViewImage(Vector3 camPos, Vector3 camDir, float fov, int width, int height, bool useTextures)
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{
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Viewport viewport = new Viewport(camPos, camDir, fov, Constants.RegionSize, 0.1f, width, height);
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return CreateMapTile(viewport, useTextures);
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}
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public Bitmap CreateMapTile(Viewport viewport, bool useTextures)
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{
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m_colors.Clear();
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int width = viewport.Width;
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int height = viewport.Height;
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WarpRenderer renderer = new WarpRenderer();
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if(!renderer.CreateScene(width, height))
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return new Bitmap(width,height);
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#region Camera
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warp_Vector pos = ConvertVector(viewport.Position);
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warp_Vector lookat = warp_Vector.add(ConvertVector(viewport.Position), ConvertVector(viewport.LookDirection));
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renderer.Scene.defaultCamera.setPos(pos);
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renderer.Scene.defaultCamera.lookAt(lookat);
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if (viewport.Orthographic)
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{
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renderer.Scene.defaultCamera.setOrthographic(true,viewport.OrthoWindowWidth, viewport.OrthoWindowHeight);
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}
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else
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{
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float fov = viewport.FieldOfView;
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fov *= 1.75f; // FIXME: ???
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renderer.Scene.defaultCamera.setFov(fov);
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}
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#endregion Camera
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renderer.Scene.addLight("Light1", new warp_Light(new warp_Vector(1.0f, 0.5f, 1f), 0xffffff, 0, 320, 40));
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renderer.Scene.addLight("Light2", new warp_Light(new warp_Vector(-1f, -1f, 1f), 0xffffff, 0, 100, 40));
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CreateWater(renderer);
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CreateTerrain(renderer, m_textureTerrain);
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if (m_drawPrimVolume)
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CreateAllPrims(renderer, useTextures);
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renderer.Render();
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Bitmap bitmap = renderer.Scene.getImage();
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renderer.Scene.destroy();
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renderer.Reset();
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renderer = null;
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viewport = null;
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m_colors.Clear();
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GC.Collect();
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m_log.Debug("[WARP 3D IMAGE MODULE]: GC.Collect()");
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return bitmap;
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}
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public byte[] WriteJpeg2000Image()
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{
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try
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{
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using (Bitmap mapbmp = CreateMapTile())
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return OpenJPEG.EncodeFromImage(mapbmp, true);
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}
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catch (Exception e)
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{
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// JPEG2000 encoder failed
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m_log.Error("[WARP 3D IMAGE MODULE]: Failed generating terrain map: ", e);
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}
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return null;
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}
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#endregion
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#region Rendering Methods
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// Add a water plane to the renderer.
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private void CreateWater(WarpRenderer renderer)
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{
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float waterHeight = (float)m_scene.RegionInfo.RegionSettings.WaterHeight;
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renderer.AddPlane("Water", m_scene.RegionInfo.RegionSizeX * 0.5f);
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renderer.Scene.sceneobject("Water").setPos(m_scene.RegionInfo.RegionSizeX * 0.5f - 0.5f,
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waterHeight,
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m_scene.RegionInfo.RegionSizeY * 0.5f - 0.5f);
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warp_Material waterColorMaterial = new warp_Material(ConvertColor(WATER_COLOR));
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waterColorMaterial.setReflectivity(0); // match water color with standard map module thanks lkalif
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waterColorMaterial.setTransparency((byte)((1f - WATER_COLOR.A) * 255f));
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renderer.Scene.addMaterial("WaterColor", waterColorMaterial);
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renderer.SetObjectMaterial("Water", "WaterColor");
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}
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// Add a terrain to the renderer.
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// Note that we create a 'low resolution' 256x256 vertex terrain rather than trying for
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// full resolution. This saves a lot of memory especially for very large regions.
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private void CreateTerrain(WarpRenderer renderer, bool textureTerrain)
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{
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ITerrainChannel terrain = m_scene.Heightmap;
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float regionsx = m_scene.RegionInfo.RegionSizeX;
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float regionsy = m_scene.RegionInfo.RegionSizeY;
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// 'diff' is the difference in scale between the real region size and the size of terrain we're buiding
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float diff = regionsx / 256f;
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int npointsx =(int)(regionsx / diff);
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int npointsy =(int)(regionsy / diff);
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float invsx = 1.0f / regionsx;
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float invsy = 1.0f / (float)m_scene.RegionInfo.RegionSizeY;
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// Create all the vertices for the terrain
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warp_Object obj = new warp_Object();
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for (float y = 0; y < regionsy; y += diff)
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{
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for (float x = 0; x < regionsx; x += diff)
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{
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warp_Vector pos = ConvertVector(x , y , (float)terrain[(int)x, (int)y]);
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obj.addVertex(new warp_Vertex(pos, x * invsx, 1.0f - y * invsy));
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}
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}
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// Now that we have all the vertices, make another pass and
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// create the list of triangle indices.
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float invdiff = 1.0f / diff;
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int limx = npointsx - 1;
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int limy = npointsy - 1;
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for (float y = 0; y < regionsy; y += diff)
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{
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for (float x = 0; x < regionsx; x += diff)
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{
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float newX = x * invdiff;
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float newY = y * invdiff;
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if (newX < limx && newY < limy)
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{
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int v = (int)newY * npointsx + (int)newX;
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// Make two triangles for each of the squares in the grid of vertices
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obj.addTriangle(
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v,
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v + 1,
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v + npointsx);
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obj.addTriangle(
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v + npointsx + 1,
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v + npointsx,
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v + 1);
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}
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}
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}
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renderer.Scene.addObject("Terrain", obj);
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UUID[] textureIDs = new UUID[4];
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float[] startHeights = new float[4];
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float[] heightRanges = new float[4];
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OpenSim.Framework.RegionSettings regionInfo = m_scene.RegionInfo.RegionSettings;
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textureIDs[0] = regionInfo.TerrainTexture1;
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textureIDs[1] = regionInfo.TerrainTexture2;
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textureIDs[2] = regionInfo.TerrainTexture3;
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textureIDs[3] = regionInfo.TerrainTexture4;
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startHeights[0] = (float)regionInfo.Elevation1SW;
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startHeights[1] = (float)regionInfo.Elevation1NW;
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startHeights[2] = (float)regionInfo.Elevation1SE;
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startHeights[3] = (float)regionInfo.Elevation1NE;
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heightRanges[0] = (float)regionInfo.Elevation2SW;
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heightRanges[1] = (float)regionInfo.Elevation2NW;
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heightRanges[2] = (float)regionInfo.Elevation2SE;
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heightRanges[3] = (float)regionInfo.Elevation2NE;
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uint globalX, globalY;
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Util.RegionHandleToWorldLoc(m_scene.RegionInfo.RegionHandle, out globalX, out globalY);
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warp_Texture texture;
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using (Bitmap image = TerrainSplat.Splat(
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terrain, textureIDs, startHeights, heightRanges,
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new Vector3d(globalX, globalY, 0.0), m_scene.AssetService, textureTerrain))
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texture = new warp_Texture(image);
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warp_Material material = new warp_Material(texture);
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material.setReflectivity(50);
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renderer.Scene.addMaterial("TerrainColor", material);
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renderer.Scene.material("TerrainColor").setReflectivity(0); // reduces tile seams a bit thanks lkalif
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renderer.SetObjectMaterial("Terrain", "TerrainColor");
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}
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private void CreateAllPrims(WarpRenderer renderer, bool useTextures)
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{
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if (m_primMesher == null)
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return;
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m_scene.ForEachSOG(
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delegate(SceneObjectGroup group)
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{
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foreach (SceneObjectPart child in group.Parts)
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CreatePrim(renderer, child, useTextures);
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}
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);
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}
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private void CreatePrim(WarpRenderer renderer, SceneObjectPart prim,
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bool useTextures)
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{
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const float MIN_SIZE_SQUARE = 4f;
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if ((PCode)prim.Shape.PCode != PCode.Prim)
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return;
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float primScaleLenSquared = prim.Scale.LengthSquared();
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if (primScaleLenSquared < MIN_SIZE_SQUARE)
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return;
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FacetedMesh renderMesh = null;
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Primitive omvPrim = prim.Shape.ToOmvPrimitive(prim.OffsetPosition, prim.RotationOffset);
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if (m_renderMeshes)
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{
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if (omvPrim.Sculpt != null && omvPrim.Sculpt.SculptTexture != UUID.Zero)
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{
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// Try fetchinng the asset
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byte[] sculptAsset = m_scene.AssetService.GetData(omvPrim.Sculpt.SculptTexture.ToString());
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if (sculptAsset != null)
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{
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// Is it a mesh?
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if (omvPrim.Sculpt.Type == SculptType.Mesh)
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{
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AssetMesh meshAsset = new AssetMesh(omvPrim.Sculpt.SculptTexture, sculptAsset);
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FacetedMesh.TryDecodeFromAsset(omvPrim, meshAsset, DetailLevel.Highest, out renderMesh);
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meshAsset = null;
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}
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else // It's sculptie
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{
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IJ2KDecoder imgDecoder = m_scene.RequestModuleInterface<IJ2KDecoder>();
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if(imgDecoder != null)
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{
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Image sculpt = imgDecoder.DecodeToImage(sculptAsset);
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if(sculpt != null)
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{
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renderMesh = m_primMesher.GenerateFacetedSculptMesh(omvPrim,(Bitmap)sculpt,
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DetailLevel.Medium);
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sculpt.Dispose();
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}
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}
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}
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}
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}
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}
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// If not a mesh or sculptie, try the regular mesher
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|
if (renderMesh == null)
|
|
{
|
|
renderMesh = m_primMesher.GenerateFacetedMesh(omvPrim, DetailLevel.Medium);
|
|
}
|
|
|
|
if (renderMesh == null)
|
|
return;
|
|
|
|
string primID = prim.UUID.ToString();
|
|
|
|
// Create the prim faces
|
|
// TODO: Implement the useTextures flag behavior
|
|
for (int i = 0; i < renderMesh.Faces.Count; i++)
|
|
{
|
|
Face face = renderMesh.Faces[i];
|
|
string meshName = primID + i.ToString();
|
|
|
|
// Avoid adding duplicate meshes to the scene
|
|
if (renderer.Scene.objectData.ContainsKey(meshName))
|
|
continue;
|
|
|
|
warp_Object faceObj = new warp_Object();
|
|
for (int j = 0; j < face.Vertices.Count; j++)
|
|
{
|
|
Vertex v = face.Vertices[j];
|
|
warp_Vector pos = ConvertVector(v.Position);
|
|
warp_Vertex vert = new warp_Vertex(pos, v.TexCoord.X, v.TexCoord.Y);
|
|
faceObj.addVertex(vert);
|
|
}
|
|
|
|
for (int j = 0; j < face.Indices.Count; j += 3)
|
|
{
|
|
faceObj.addTriangle(
|
|
face.Indices[j + 0],
|
|
face.Indices[j + 1],
|
|
face.Indices[j + 2]);
|
|
}
|
|
|
|
Primitive.TextureEntryFace teFace = prim.Shape.Textures.GetFace((uint)i);
|
|
Color4 faceColor = GetFaceColor(teFace);
|
|
string materialName = String.Empty;
|
|
if (m_texturePrims && primScaleLenSquared > m_texturePrimSize*m_texturePrimSize)
|
|
materialName = GetOrCreateMaterial(renderer, faceColor, teFace.TextureID);
|
|
else
|
|
materialName = GetOrCreateMaterial(renderer, faceColor);
|
|
|
|
warp_Vector primPos = ConvertVector(prim.GetWorldPosition());
|
|
warp_Quaternion primRot = ConvertQuaternion(prim.GetWorldRotation());
|
|
warp_Matrix m = warp_Matrix.quaternionMatrix(primRot);
|
|
faceObj.transform(m);
|
|
faceObj.setPos(primPos);
|
|
faceObj.scaleSelf(prim.Scale.X, prim.Scale.Z, prim.Scale.Y);
|
|
|
|
renderer.Scene.addObject(meshName, faceObj);
|
|
renderer.SetObjectMaterial(meshName, materialName);
|
|
}
|
|
}
|
|
|
|
private Color4 GetFaceColor(Primitive.TextureEntryFace face)
|
|
{
|
|
Color4 color;
|
|
|
|
if (face.TextureID == UUID.Zero)
|
|
return face.RGBA;
|
|
|
|
if (!m_colors.TryGetValue(face.TextureID, out color))
|
|
{
|
|
bool fetched = false;
|
|
|
|
// Attempt to fetch the texture metadata
|
|
UUID metadataID = UUID.Combine(face.TextureID, TEXTURE_METADATA_MAGIC);
|
|
AssetBase metadata = m_scene.AssetService.GetCached(metadataID.ToString());
|
|
if (metadata != null)
|
|
{
|
|
OSDMap map = null;
|
|
try { map = OSDParser.Deserialize(metadata.Data) as OSDMap; } catch { }
|
|
|
|
if (map != null)
|
|
{
|
|
color = map["X-JPEG2000-RGBA"].AsColor4();
|
|
fetched = true;
|
|
}
|
|
}
|
|
|
|
if (!fetched)
|
|
{
|
|
// Fetch the texture, decode and get the average color,
|
|
// then save it to a temporary metadata asset
|
|
AssetBase textureAsset = m_scene.AssetService.Get(face.TextureID.ToString());
|
|
if (textureAsset != null)
|
|
{
|
|
int width, height;
|
|
color = GetAverageColor(textureAsset.FullID, textureAsset.Data, out width, out height);
|
|
|
|
OSDMap data = new OSDMap { { "X-JPEG2000-RGBA", OSD.FromColor4(color) } };
|
|
metadata = new AssetBase
|
|
{
|
|
Data = System.Text.Encoding.UTF8.GetBytes(OSDParser.SerializeJsonString(data)),
|
|
Description = "Metadata for JPEG2000 texture " + face.TextureID.ToString(),
|
|
Flags = AssetFlags.Collectable,
|
|
FullID = metadataID,
|
|
ID = metadataID.ToString(),
|
|
Local = true,
|
|
Temporary = true,
|
|
Name = String.Empty,
|
|
Type = (sbyte)AssetType.Unknown
|
|
};
|
|
m_scene.AssetService.Store(metadata);
|
|
}
|
|
else
|
|
{
|
|
color = new Color4(0.5f, 0.5f, 0.5f, 1.0f);
|
|
}
|
|
}
|
|
|
|
m_colors[face.TextureID] = color;
|
|
}
|
|
|
|
return color * face.RGBA;
|
|
}
|
|
|
|
private string GetOrCreateMaterial(WarpRenderer renderer, Color4 color)
|
|
{
|
|
string name = color.ToString();
|
|
|
|
warp_Material material = renderer.Scene.material(name);
|
|
if (material != null)
|
|
return name;
|
|
|
|
renderer.AddMaterial(name, ConvertColor(color));
|
|
if (color.A < 1f)
|
|
renderer.Scene.material(name).setTransparency((byte)((1f - color.A) * 255f));
|
|
return name;
|
|
}
|
|
|
|
public string GetOrCreateMaterial(WarpRenderer renderer, Color4 faceColor, UUID textureID)
|
|
{
|
|
string materialName = "Color-" + faceColor.ToString() + "-Texture-" + textureID.ToString();
|
|
|
|
if (renderer.Scene.material(materialName) == null)
|
|
{
|
|
renderer.AddMaterial(materialName, ConvertColor(faceColor));
|
|
if (faceColor.A < 1f)
|
|
{
|
|
renderer.Scene.material(materialName).setTransparency((byte) ((1f - faceColor.A)*255f));
|
|
}
|
|
warp_Texture texture = GetTexture(textureID);
|
|
if (texture != null)
|
|
renderer.Scene.material(materialName).setTexture(texture);
|
|
}
|
|
|
|
return materialName;
|
|
}
|
|
|
|
private warp_Texture GetTexture(UUID id)
|
|
{
|
|
warp_Texture ret = null;
|
|
|
|
byte[] asset = m_scene.AssetService.GetData(id.ToString());
|
|
|
|
if (asset != null)
|
|
{
|
|
IJ2KDecoder imgDecoder = m_scene.RequestModuleInterface<IJ2KDecoder>();
|
|
|
|
try
|
|
{
|
|
using (Bitmap img = (Bitmap)imgDecoder.DecodeToImage(asset))
|
|
ret = new warp_Texture(img);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
m_log.Warn(string.Format("[WARP 3D IMAGE MODULE]: Failed to decode asset {0}, exception ", id), e);
|
|
}
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
#endregion Rendering Methods
|
|
|
|
#region Static Helpers
|
|
// Note: axis change.
|
|
private static warp_Vector ConvertVector(float x, float y, float z)
|
|
{
|
|
return new warp_Vector(x, z, y);
|
|
}
|
|
|
|
private static warp_Vector ConvertVector(Vector3 vector)
|
|
{
|
|
return new warp_Vector(vector.X, vector.Z, vector.Y);
|
|
}
|
|
|
|
private static warp_Quaternion ConvertQuaternion(Quaternion quat)
|
|
{
|
|
return new warp_Quaternion(quat.X, quat.Z, quat.Y, -quat.W);
|
|
}
|
|
|
|
private static int ConvertColor(Color4 color)
|
|
{
|
|
int c = warp_Color.getColor((byte)(color.R * 255f), (byte)(color.G * 255f), (byte)(color.B * 255f));
|
|
if (color.A < 1f)
|
|
c |= (byte)(color.A * 255f) << 24;
|
|
|
|
return c;
|
|
}
|
|
|
|
private static Vector3 SurfaceNormal(Vector3 c1, Vector3 c2, Vector3 c3)
|
|
{
|
|
Vector3 edge1 = new Vector3(c2.X - c1.X, c2.Y - c1.Y, c2.Z - c1.Z);
|
|
Vector3 edge2 = new Vector3(c3.X - c1.X, c3.Y - c1.Y, c3.Z - c1.Z);
|
|
|
|
Vector3 normal = Vector3.Cross(edge1, edge2);
|
|
normal.Normalize();
|
|
|
|
return normal;
|
|
}
|
|
|
|
public static Color4 GetAverageColor(UUID textureID, byte[] j2kData, out int width, out int height)
|
|
{
|
|
ulong r = 0;
|
|
ulong g = 0;
|
|
ulong b = 0;
|
|
ulong a = 0;
|
|
|
|
using (MemoryStream stream = new MemoryStream(j2kData))
|
|
{
|
|
try
|
|
{
|
|
int pixelBytes;
|
|
|
|
using (Bitmap bitmap = (Bitmap)J2kImage.FromStream(stream))
|
|
{
|
|
width = bitmap.Width;
|
|
height = bitmap.Height;
|
|
|
|
BitmapData bitmapData = bitmap.LockBits(new Rectangle(0, 0, width, height), ImageLockMode.ReadOnly, bitmap.PixelFormat);
|
|
pixelBytes = (bitmap.PixelFormat == PixelFormat.Format24bppRgb) ? 3 : 4;
|
|
|
|
// Sum up the individual channels
|
|
unsafe
|
|
{
|
|
if (pixelBytes == 4)
|
|
{
|
|
for (int y = 0; y < height; y++)
|
|
{
|
|
byte* row = (byte*)bitmapData.Scan0 + (y * bitmapData.Stride);
|
|
|
|
for (int x = 0; x < width; x++)
|
|
{
|
|
b += row[x * pixelBytes + 0];
|
|
g += row[x * pixelBytes + 1];
|
|
r += row[x * pixelBytes + 2];
|
|
a += row[x * pixelBytes + 3];
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (int y = 0; y < height; y++)
|
|
{
|
|
byte* row = (byte*)bitmapData.Scan0 + (y * bitmapData.Stride);
|
|
|
|
for (int x = 0; x < width; x++)
|
|
{
|
|
b += row[x * pixelBytes + 0];
|
|
g += row[x * pixelBytes + 1];
|
|
r += row[x * pixelBytes + 2];
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Get the averages for each channel
|
|
const decimal OO_255 = 1m / 255m;
|
|
decimal totalPixels = (decimal)(width * height);
|
|
|
|
decimal rm = ((decimal)r / totalPixels) * OO_255;
|
|
decimal gm = ((decimal)g / totalPixels) * OO_255;
|
|
decimal bm = ((decimal)b / totalPixels) * OO_255;
|
|
decimal am = ((decimal)a / totalPixels) * OO_255;
|
|
|
|
if (pixelBytes == 3)
|
|
am = 1m;
|
|
|
|
return new Color4((float)rm, (float)gm, (float)bm, (float)am);
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
m_log.WarnFormat(
|
|
"[WARP 3D IMAGE MODULE]: Error decoding JPEG2000 texture {0} ({1} bytes): {2}",
|
|
textureID, j2kData.Length, ex.Message);
|
|
|
|
width = 0;
|
|
height = 0;
|
|
return new Color4(0.5f, 0.5f, 0.5f, 1.0f);
|
|
}
|
|
}
|
|
}
|
|
|
|
#endregion Static Helpers
|
|
}
|
|
|
|
public static class ImageUtils
|
|
{
|
|
/// <summary>
|
|
/// Performs bilinear interpolation between four values
|
|
/// </summary>
|
|
/// <param name="v00">First, or top left value</param>
|
|
/// <param name="v01">Second, or top right value</param>
|
|
/// <param name="v10">Third, or bottom left value</param>
|
|
/// <param name="v11">Fourth, or bottom right value</param>
|
|
/// <param name="xPercent">Interpolation value on the X axis, between 0.0 and 1.0</param>
|
|
/// <param name="yPercent">Interpolation value on fht Y axis, between 0.0 and 1.0</param>
|
|
/// <returns>The bilinearly interpolated result</returns>
|
|
public static float Bilinear(float v00, float v01, float v10, float v11, float xPercent, float yPercent)
|
|
{
|
|
return Utils.Lerp(Utils.Lerp(v00, v01, xPercent), Utils.Lerp(v10, v11, xPercent), yPercent);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Performs a high quality image resize
|
|
/// </summary>
|
|
/// <param name="image">Image to resize</param>
|
|
/// <param name="width">New width</param>
|
|
/// <param name="height">New height</param>
|
|
/// <returns>Resized image</returns>
|
|
public static Bitmap ResizeImage(Image image, int width, int height)
|
|
{
|
|
Bitmap result = new Bitmap(width, height);
|
|
|
|
using (Graphics graphics = Graphics.FromImage(result))
|
|
{
|
|
graphics.CompositingQuality = System.Drawing.Drawing2D.CompositingQuality.HighQuality;
|
|
graphics.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.HighQualityBicubic;
|
|
graphics.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.HighQuality;
|
|
graphics.PixelOffsetMode = System.Drawing.Drawing2D.PixelOffsetMode.HighQuality;
|
|
|
|
graphics.DrawImage(image, 0, 0, result.Width, result.Height);
|
|
}
|
|
|
|
return result;
|
|
}
|
|
}
|
|
}
|